> you make a linear movement, and THEN you rotate the simulator (if you need to sustain the acceleration).
I have zero experience with this though, I'm merely interpreting and copying what ghgr said.
Am I understanding this wrong or are you saying long accelerations can be achieved by accelerating, turn, accelerating, .... etc? Wouldn't the person wearing VR headset feel the turn?
Someone published a similar hack for full-room VR, showing you can 'bend' someone's trajectory, to create the false sense that they're walking straight when in fact they're curving. In a large enough space you could simulate an infinite hallway (by having the user walk in a circle).
Sorry, I tried but can't dig up the link right now... but it's out there somewhere.
I think you were searching for that. It seems it also comes from the Max Plank institute.
It seems like the sort of fun project that would be cool to simulate in a graphic engine -- pairing the playing of certain games with a 3D model of the simulation room :)
> Actual linear acceleration is of limited value in simulation because...
Linear acceleration is immensely useful for sudden accelerations. Image a sudden linear acceleration (e.g. a racing car accelerating). You cannot recreate this acceleration by suddenly rotating. The angular accelerations would ruin the experience. Rather, you make a linear movement, and THEN you rotate the simulator (if you need to sustain the acceleration).
> you run out of room and have to apply an opposite acceleration, which can conflict with the simulation needs.
wrong again. If you move the simulator at slow speed, you can actually come back to the optimal position and the subject does not notice it (washout filter [1])
[1] https://en.wikipedia.org/wiki/Motion_simulator#Implementatio...